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Auto Warz — Development Roadmap

Document Type: Project Management Version: 0.7 (Updated) Status: Living Document — update as milestones are completed Last Updated: 2026-03-13 Vault destination: 04_Project Management Author: Solo Developer Parent Document: [01_Master GDD](<../01_Design Documents/01_Master GDD.md>) Related Documents: [02_Scope & MVP Document](<../01_Design Documents/02_Scope & MVP Document.md>) · [01_Technical Architecture Document](<../02_Technical Documents/01_Technical Architecture Document.md>) · [04_Factory & Resource System Design](<../01_Design Documents/04_Factory & Resource System Design.md>)


Table of Contents


Purpose of This Document

This document breaks the full Auto Warz development plan into concrete, achievable milestones ordered by priority. Each milestone has a clear definition of done — you know exactly when it's finished.

This roadmap is a living document. Update it when milestones are completed, when scope changes, or when priorities shift. A roadmap that doesn't reflect reality is useless.


Developer Reality

Factor Value
Development pace (original) ~15–20 hrs/week (~850 hrs/year)
Development pace (actual) AI-assisted — significantly faster
Tracking style Feature-based milestones — done when done
First priority Playable prototype as fast as possible
Engine Godot 4, GDScript
AI assistance Claude.ai (orchestration) + GitHub Copilot Pro (coding)
Phase 1 estimate (original) ~115–184 hrs (~1–1.5 months at original pace)
Phase 1 actual ~2 days (Feb 23–24, 2026)
Full game estimate (original) ~4–5 years at original pace
Full game estimate (revised) ~3–5 months to Early Access

The Golden Rule: A rough playable game is worth more than a perfect unplayable one. Always prioritise getting something running over getting something right.


Timeline Comparison

All dates assume Feb 23, 2026 as project start. Original pace assumes 17.5 hrs/week average. AI-assisted pace based on Phase 1 actual performance and conservative slowdown for complexity, multiplayer, and polish phases.

⚠️ Revised dates are optimistic estimates — multiplayer, art, and audio phases will likely take longer than the formula suggests. Treat them as best-case targets, not deadlines.

Phase Original Estimate Original Target Date AI-Assisted Estimate Revised Target Date
P0 — Foundation 5–9 hrs Feb 23, 2026 ~2 hrs ✅ Feb 23, 2026
P1 — Prototype 115–184 hrs Apr–Jun 2026 ~2 days ✅ Feb 24, 2026
P2 — Core Factory 195–300 hrs Nov 2026–Mar 2027 ~2–3 weeks Mid Mar 2026
P3 — Factory Depth 195–270 hrs Jun–Nov 2027 ~2–3 weeks Early Apr 2026
P4 — Multiplayer 105–165 hrs Feb–Jun 2028 ~2–3 weeks Late Apr 2026
P5 — Polish & EA 165–260 hrs Oct 2028–Apr 2029 ~4–6 weeks Early Jun 2026
🚀 Early Access Launch ~Late 2028–Mid 2029 ~Jun 2026
Phase 6 — Space Layer TBD Post-EA TBD Post-EA
Phase 7 — War & Full Release TBD Post-EA TBD Post-EA

How This Roadmap Works

Milestone Structure

Each milestone follows this format: - Goal — what this milestone achieves in one sentence - Deliverables — specific things that must exist when done - Definition of Done — the exact criteria that marks this milestone complete - Estimated Hours — rough guide, not a deadline - Unlocks — what becomes possible after this milestone


Phase 0 — Foundation

Actual: ✅ Completed Feb 23, 2026

M0.1 — Development Environment #done

Completed: 2026-02-23

M0.2 — Project Scaffolding #done

Completed: 2026-02-23


Phase 1 — Prototype

Actual: ✅ Completed Feb 24, 2026

M1.1 — Grid & Camera #done

Completed: 2026-02-23

M1.2 — First Building & Resource #done

Completed: 2026-02-23

M1.3 — Basic Belt System #done

Completed: 2026-02-23

M1.4 — First Production Chain #done

Completed: 2026-02-23

M1.5 — Basic Power System #done

Completed: 2026-02-23

M1.6 — Genesis Bot #done

Completed: 2026-02-24

M1.7 — Prototype Session Loop #done

Completed: 2026-02-24

🎉 Phase 1 — Prototype Complete.


Phase 2 — Core Factory

Goal: All Phase 1 resources, buildings, and production chains exist and work. The factory is deep enough for 3–4 hours of solo play.

Original estimate: 195–300 hrs — target Nov 2026–Mar 2027
Revised estimate: ~2–3 weeks — target Mid Mar 2026

Milestones

M2.1 — Full Resource Set #done

Completed: 2026-02-27

Delivered: - galaxy_seed added to GameManager.session_config - RecipeDefinition multi-input refactor — inputs: Dictionary - ResourceDefinition gains FLUID = 4 tier - 17 new resource .tres files: 4 raw, 4 refined, 5 component, 4 fluid - 9 new recipe .tres files


M2.2 — Full Building Set (Processing) #done

Completed: 2026-02-27

Delivered: - GUT 9.6.0 integrated and patched for Godot 4.6 - 70 unit tests passing across 3 test files - All extraction, processing, storage, power, research, and module crafter buildings


M2.2.5 — Genesis Redesign #done

Completed: 2026-03-01

Delivered: - Persistent translucent blue build ghosts with bottom-to-top progress fill - Autonomous Genesis patrol loop and task execution - Plan mode (P) and war mode (W) toggles - Right-click ghost in world or task in queue to cancel - IoConnector independence fix — survives adjacent building demolition


M2.3 — Pipe System #done

Completed: 2026-03-13

Delivered: - PipeSegment node — connects to all adjacent pipe faces automatically, arm-based visual (hub + per-face arms), fluid amount tracked per segment - PipeSystem — registry and tick coordinator, _rebuild_networks() BFS correctly bridges via both input_face and output_face sides of adjacent PipeConnectors - PipeNetwork — pair-equalisation fluid simulation (0.4 transfer rate, 0.5 dead-band), eliminates oscillation on looping networks; O(edges) per tick - PipeConnector — mirrors IoConnector pattern, blue input face / green output face, 10-unit buffer, chains output→input with adjacent connectors - FluidDefinition resource class and all 4 fluid .tres files (coolant, fuel, liquid metal, chemical solvent) - PLACE_PIPE and PLACE_PIPE_CONNECTOR task types added to GenesisTask - Drag placement system — all tools stay active after placement; belt and pipe support click-and-drag runs with Manhattan routing; ghost pool reused between drag updates; camera pan suppressed during drag (CameraRig.placement_drag_active) - Sentinel pattern — cells reserved in GridSystem at queue time (null sentinel), replaced with real node on Genesis completion; _is_cell_free_for_ghost() checks both GridSystem and current drag path - Belt connection-aware visuals — L/T/straight/cross shapes based on flow connections; update_visual(belt_system) called after placement/removal; refresh_all_visuals() called after load - NavigationRegion3D + NavigationAgent3D — Genesis pathfinding via nav mesh baked at runtime, rebaked after every building placement/removal; approach target offset to nearest footprint edge cell - Save/load: null sentinel guard, Genesis task queue serialized and restored on load (all task types), pipe segments and pipe connectors serialized - Victory condition: _victory_shown flag guards against CanvasLayer visibility false positive - session_config["pipe_complexity"] — Basic / Standard / Full modes (pressure and temperature gating)

Key design decisions locked: - Fluid simulation uses pair-equalisation, not greedy pressure-sort propagation (oscillation-free) - Pipe-to-pipe connectivity is automatic (all adjacent faces); PipeConnector provides directional control - Belt visuals are connection-aware (L/T/straight/cross) computed from flow direction, not just placement direction - Genesis collision_mask = 0; nav mesh handles building avoidance (physical collision caused entrapment) - Walk target = nearest footprint edge cell, not building centre

Estimated Hours: 40–60 hrs
Copilot model: Claude Sonnet 4.6


M2.4 — Drone System #todo

  • Drone Port building implemented
  • Player configures drone route: source → destination → resource filter
  • Drones fly between points visually
  • Multiple drones assignable to one route
  • Drones consume power at Drone Port
  • Drone status visible in building detail panel

Estimated Hours: 20–35 hrs


M2.5 — Train System #todo

  • Rail track placeable (straight + curves auto-generated)
  • Train Station building implemented
  • Locomotive + Cargo Wagon entity
  • Train follows rail to stations in schedule order
  • Loading/unloading at stations via connected belts
  • Rail Signal implemented (prevents collisions)
  • Train schedule UI in station detail panel

Estimated Hours: 40–60 hrs

⚠️ Trains are the most complex logistics system. Budget extra time for edge cases.


M2.6 — Construction Bot Bay #todo

  • Construction Bot Bay building implemented
  • Bot Components production chain working
  • Construction Bots produced and visible on map
  • Bots operate independently of Genesis — separate task queue
  • Build queue: player places ghosts → bots execute automatically
  • Multiple bots work in parallel on different tasks
  • Bots can be destroyed by aliens (placeholder — no aliens yet)
  • Bot Depot building implemented
  • Bot Bay research node in Genesis Abilities branch gates this milestone

Estimated Hours: 25–40 hrs


M2.7 — Basic HUD & UI #todo

  • Top bar: Session Timer, Player Count placeholder, War Mode toggle
  • Right column: Genesis status chip + Task Queue → Mini-map → Overlay Toggles → Alert Panel
  • Build Menu bottom bar — all category tabs, building cards with lock overlays
  • Build / Plan mode toggle
  • War mode toggle in Genesis panel
  • Building Detail Panel for all building types
  • Basic supply chain diagnostic overlay (O)
  • Fluid network diagnostic overlay — pressure and temperature per segment
  • Session Menu (Escape)
  • Settings screen
  • All UI using global Theme resource (dark theme)
  • TutorialManager autoload — step tracking, completion conditions, skip/resume logic
  • Tutorial prompt panel — Genesis avatar, 2-sentence prompts, bottom-left of screen
  • All 9 tutorial steps wired to existing game signals
  • PlayerProfile.tutorial_complete and tutorial_step fields added

Design reference: [09_UI-UX Design Document](<../01_Design Documents/09_UI-UX Design Document.md>) · [10_Tutorial & Onboarding Design](<../01_Design Documents/10_Tutorial & Onboarding Design.md>)

Estimated Hours: 50–70 hrs


Phase 3 — Factory Depth

Goal: A full 8–10 hour solo play session is achievable and fun.

Original estimate: 195–270 hrs — target Jun–Nov 2027
Revised estimate: ~2–3 weeks — target Early Apr 2026

Milestones

M3.1 — Research System #todo

M3.2 — Module System #todo

M3.3 — Alien Enemy System #todo

M3.4 — Advanced Diagnostics & Factory Overview #todo

M3.5 — Blueprint System #todo

M3.6 — Save & Load (Full) #todo

M3.7 — Procedural Planet Generation #todo

(Full deliverable lists unchanged from v0.6 — see previous version for detail)


Phase 4 — Multiplayer

Original estimate: 105–165 hrs — target Feb–Jun 2028
Revised estimate: ~2–3 weeks — target Late Apr 2026

M4.1 — Basic Networking #todo

M4.2 — Multiplayer Factory Sync #todo

M4.3 — Multiplayer UX #todo

M4.4 — Headless Server Mode #todo


Phase 5 — Polish & Early Access

Original estimate: 165–260 hrs — target Oct 2028–Apr 2029
Revised estimate: ~4–6 weeks — target Early Jun 2026

M5.1 — Balance Pass #todo

M5.2 — Art Pass (Placeholder → Voxel Style) #todo

M5.3 — Audio Pass #todo

M5.4 — Steam Integration #todo

M5.5 — Early Access Launch Prep #todo

🎉 Early Access Launch — Major milestone.


Phase 6 — Space Layer

Revised estimate: ~2–3 months post-EA — target Aug–Sep 2026

(Broad milestones unchanged — see v0.6 for detail)


Phase 7 — War & Full Release

Revised estimate: TBD — target ~Late 2026 to Early 2027


Milestone Summary

Phase Summary

Phase Est. Hours Original Target Revised Target Actual Completed
P0 — Foundation 5–9 hrs Feb 2026 Feb 2026 ✅ Feb 23, 2026
P1 — Prototype 115–184 hrs Apr–Jun 2026 Feb 2026 ✅ Feb 24, 2026
P2 — Core Factory 195–300 hrs Nov 2026–Mar 2027 Mid Mar 2026
P3 — Factory Depth 195–270 hrs Jun–Nov 2027 Early Apr 2026
P4 — Multiplayer 105–165 hrs Feb–Jun 2028 Late Apr 2026
P5 — Polish & EA 165–260 hrs Oct 2028–Apr 2029 Early Jun 2026
🚀 Early Access Late 2028–Mid 2029 ~Jun 2026

Milestone Detail

Milestone Est. Hours Actual Completed
M0.1 — Dev Environment 2–4 hrs ✅ Feb 23, 2026
M0.2 — Project Scaffolding 3–5 hrs ✅ Feb 23, 2026
M1.1 — Grid & Camera 15–25 hrs ✅ Feb 23, 2026
M1.2 — First Building & Resource 15–20 hrs ✅ Feb 23, 2026
M1.3 — Basic Belt System 20–35 hrs ✅ Feb 23, 2026
M1.4 — First Production Chain 15–25 hrs ✅ Feb 23, 2026
M1.5 — Basic Power System 15–20 hrs ✅ Feb 23, 2026
M1.6 — Genesis Bot 20–30 hrs ✅ Feb 24, 2026
M1.7 — Prototype Session Loop 10–20 hrs ✅ Feb 24, 2026
M2.1 — Full Resource Set 15–25 hrs ✅ Feb 27, 2026
M2.2 — Full Building Set 25–40 hrs ✅ Feb 27, 2026
M2.2.5 — Genesis Redesign 15–25 hrs ✅ Mar 1, 2026
M2.3 — Pipe System 40–60 hrs ✅ Mar 13, 2026
M2.4 — Drone System 20–35 hrs
M2.5 — Train System 40–60 hrs
M2.6 — Construction Bot Bay 25–40 hrs
M2.7 — Basic HUD & UI 50–70 hrs
M3.1 — Research System 45–65 hrs
M3.2 — Module System 35–55 hrs
M3.3 — Alien Enemy System 40–60 hrs
M3.4 — Advanced Diagnostics 20–30 hrs
M3.5 — Blueprint System 20–35 hrs
M3.6 — Save & Load (Full) 20–30 hrs
M3.7 — Procedural Planet Gen 25–40 hrs
M4.1 — Basic Networking 40–60 hrs
M4.2 — Multiplayer Factory Sync 35–55 hrs
M4.3 — Multiplayer UX 15–25 hrs
M4.4 — Headless Server Mode 15–25 hrs
M5.1 — Balance Pass 40–60 hrs
M5.2 — Art Pass 60–100 hrs
M5.3 — Audio Pass 25–40 hrs
M5.4 — Steam Integration 20–30 hrs
M5.5 — EA Launch Prep 20–30 hrs
🚀 Early Access Launch ~Jun 2026

Revision History

Version Date Changes
0.1 2026-02-22 Initial draft
0.2 2026-02-26 Timeline comparison table, actual completion dates for M0.1–M1.7
0.3 2026-02-27 M2.1 marked complete
0.4 2026-02-27 M2.2 marked complete
0.5 2026-02-27 M2.2.5 Genesis Redesign inserted; M2.3–M2.7, M3.1, Phase 6–7 expanded
0.6 2026-03-01 M2.2.5 marked complete
0.7 2026-03-13 M2.3 Pipe System marked complete — pair-equalisation fluid sim, drag placement, belt connection-aware visuals, NavigationAgent3D pathfinding, save/load gaps fixed, victory condition fix. Next: M2.4 Drone System.

This is a living document. Check off deliverables as you complete them. Update estimates when reality diverges from the plan. The roadmap serves you — not the other way around.